Weapons in Baldur's Gate 3 (BG3) are a piece of equipment that is used to inflict damage against hostile characters such as Enemies and Bosses. BG3 Weapons are usually categorized into different types that suit each playable class, each weapon possesses its own stats, bonuses, and effects. Weapons are usually obtained as rewards from completing quests, purchased from merchants, looted from various locations, or dropped by Enemies or Bosses. You can find detailed information on its location and properties on each individual page linked below.
Baldur's Gate 3 Encumbrance Mechanic
In Baldur's Gate 3, there is an Encumbrance Mechanic that has three different levels of severity. Players at maximum encumbrance can no longer perform certain actions. Always remember to manage your inventory accordingly.
At the first level, you are encumbered. Your Movement speed is reduced and your Jump distance is halved.
Baldur's Gate 3 Equipment Features
Some Weapons contain Equipment Features, that provide passive effects to the wielder of the corresponding weapon. Some Equipment Features may provide effects useful for any character, but other Equipment Features only serve as a boost for a specific action or spell, and may not stack if a character equips two pieces of Equipment with the same Equipment Feature, so it is recommended to equip your party wisely. Also, consider that some Armor pieces and Accessories may provide Equipment Features as well.
BG3 Weapon Properties
Weapons in Baldur's Gate 3 have different special properties that grant them certain abilities based on their weapon type. For example, all Daggers have Light, Finesse, and Thrown as their Weapon Properties.
BG3 Legendary Weapons
Legendary Weapons are the rarest weapons in the game, usually dropped by special Bosses, found in secret places or obtained as reward for completing special Quests. Legendary Weapons not only have powerful stats values, they usually have multiple effects granted to the wielder. Legendary Weapons are not as overpowered to let you win all your battles with no effort, but they will make your playthrough much easier.
Baldur's Gate 3 Itemization Explained!
All Weapons in Baldur's Gate 3
Baldur's Gate 3 Weapons Comparison Table
You can search by Name, Rarity, Proficiency, or Weapon Actions. Just type into the search box what you are looking for.
Quick Search of All Weapons
Name |
Damage |
Rarity |
Range |
Properties |
Weapon Actions |
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Common | 1.5m | Versatile | The holder of this weapon gains: Cleave Action |
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Uncommon | 1.5m | Versatile | Weapon Enchantment +1 Cleave Action Lacerate Action Crippling Strike Action |
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Rare | 1.5m | Versatile | Critical Virtuoso: When you score a Critical Hit you can spend a bonus action to make an additional attack. Press the Advantage: After scoring a Critical Hit, use your bonus action to make an additional attack. |
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Rare | 1.5m | Versatile | Favoured Weapon: This weapon has a +1 bonus to damage and attack rolls. It's All In The Wrists: This weapon has the Thrown property and deals an additional 1d4 Thunder damage when thrown. Weapon Enchantment +1 Cleave Action Lacerate Action Crippling Strike Action |
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Uncommon | 1.5m | Versatile | Weapon Enchantment +1 Cleave Action Lacerate Action Crippling Strike Action |
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Rare | 1.5m | Versatile | Thermodynamo Axe: Whenever you deal damage with this weapon, you gain 2 turns of Heat. Weapon Enchantment +1 |
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1d8+2 Slashing (One Handed) 1d10+2 Slashing (Two Handed) |
Rare | 1.5m | Versatile | Dolor Amarus: When you land a Critical hit with this weapon, it deals an additional 7 damage. Weapon Enchantment +2 |
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Uncommon | 1.5m | Versatile | Witchbreaker: You gain Advantage on Attack Rolls against concentrating creatures. Weapon Enchantment +1 |
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1d4+1 Bludgeoning |
Uncommon | 1.5m | Light | Weapon Enchantment +1 Concussive Smash |
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1d4 Bludgeoning |
Uncommon | 1.5m | Light | Equip item in main hand to gain: Concussive Smash Action |
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Uncommon | 1.5m | Light | Non-Lethality: This weapon deals only Non-Lethal Damage. Weapon Enchantment +1 Backbreaker Concussive Smash Weakening Strike |
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1d4+1Bludgeoning |
Uncommon | 1.5m | Light | Weapon Enchantment +1 Concussive Smash Action |
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1d4 Bludgeoning |
Common | 1.5m | Light | Concussive Smash Action 6 Camp Supplies |
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Rare | 1.5m | Light | Conjure Shadow Lantern Wraith |
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1d4 Bludgeoning + 1d4 Fire |
Common | 1.5m | Light Dippable |
Equip item in main hand to gain: Concussive Smash ActionBurning: Takes 1d4 Fire damage per turn. |
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1d4+1 Bludgeoning +1d4 Necrotic |
Very Rare | 1.5m | Light | Weapon Enchantment +1 |
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1d4+1 Bludgeoning + 1d4 Radiant |
Very Rare | 1.5m | Light | Weapon Enchantment +1 |
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1d4 Bludgeoning |
Common | 1.5m | Light | Equip item in main hand to gain: Concussive Smash Action |
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1d4 Bludgeoning |
Common | 1.5m | Light | Concussive Smash |
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1d4 Piercing |
Common | 18m | Ammunition |
Brace (Ranged) |
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1d4+1 Piercing |
Uncommon | 18m | Ammunition Finesse Two Handed Dippable |
Brace (Ranged) |
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1d4+2 Piercing |
Rare | 18m | Finesse Two Handed |
Brace (Ranged) |
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Very Rare | 1.5m | Properties or Arcane Absorption: When you kill an enemy with a melee attack, regain one of your spent 1st Level spell Slots. Weapon Enchantment +1 |
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1d4+1 Piercing |
Uncommon | 1.5m | Deathly Slumber: Deals an additional 1~4 Necrotic Damage to creatures that are Knocked Out or Sleeping. Weapon Enchantment +1 Piercing Strike |
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1d4+2 Piercing |
Legendary | 1.5m | Weapon Enchantment +2 Improved Critical: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. True Strike Main Hand Only Off-Hand Only Armour Class +1 |
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Rare | 1.5m | Light Finesse Thrown |
Off-Hand Only Chilling Counter: When a creature misses you with an attack, it must succeed a DC 13 Constitution Saving Throw or be Chilled for 2 turns. Armour Class +1 Weapon Enchantment +1 Piercing Strike |
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Uncommon | 1.5m | Weapon Enchantment +1 |
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Uncommon | 1.5m | Grip of Shadows: Deals an additional 1d6 Necrotic damage if the target is not standing in sunlight. | |
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Uncommon | 1.5m | Weapon Enchantment +1 | |
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Rare | 1.5m | Light Finesse Thrown |
Weapon Enchantment +2 Piercing Strike |
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Rare | 1.5m | Light Finesse Thrown |
Dread Iron Ambush: While its wielder is hidden, this weapon deals an extra 1~6 Necrotic damage Weapon Enchantment +1 Piercing Strike |
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Very Rare | 1.5m | Gleamdance Dagger: Glowing: This object shines with a glowing light in a radius of 6m. Gleamdancer: When this dagger is wielded in the off-hand, the wielder gains a +1 bonus to Armour Class. Weapon Enchantment +2 Piercing Strike |
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Uncommon | 1.5m | Goblin's Undoing: Goblins have Disadvantage on Attack Rolls against the wielder. Weapon Enchantment +1 Piercing Strike |
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Uncommon | 1.5m | Rupturing: On a hit, the target must succeed a DC 13 Constitution Saving Throw or become Ruptured. Weapon Enchantment +1 Piercing Strike Lacerate Flourish |
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Uncommon | 1.5m | Weapon Enchantment +1 Piercing Strike |
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Uncommon | 1.5m | Prey Upon the Weak: This weapon deals an additional 1~4 Piercing damage against targets with 50% of their hit points or fewer. Weapon Enchantment +1 Piercing Strike Lacerate Flourish |
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Uncommon | 1.5m | Shadow Blade: You have Advantage on Attack Rolls against Lightly or Heavily Obscured targets when using this blade. Weapon Enchantment +1 Piercing Strike |
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1d4+1 Piercing |
Very Rare | 1.5m | Weapon Enchantment +1 Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3 Sweet Bloodletting: Possibly inflict Bleeding when hitting a creature with this weapon while Hiding or Invisible |
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1d4 Piercing |
Uncommon | 1.5m | The Pain Maiden's Blessing: After a successful attack |
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Uncommon | 1.5m | Weapon Enchantment +1 Piercing Strike |
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Very Rare | 1.5m | Hold Person (Lvl 3) Weapon Enchantment +2 Pommel Strike Lacerate Piercing Strike |
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1d4+1 Piercing |
Rare | 1.5m | Weapon Enchantment +1 |
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1d4 Piercing |
Uncommon | 1.5m | Goblin's Undoing: Goblins have Disadvantage on attack Rolls against the wielder.Piercing Strike Action |
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1d4+2 Piercing |
Rare | 1.5m | Dolor Amarus: When you land a Critical Hit with this weapon, it deals an additional 7 damage. Weapon Enchantment +2 |
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1d4+2 Piercing |
Legendary | 1.5m | Improved Critical: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Weapon Enchantment +2 Bound Weapon Main Hand Only
Off-Hand Only
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1d8 Bludgeoning |
Common | 1.5m | N/A | Electrified Flail Main Hand Only Tenacity: When you miss an attack, you deal 1 Bludgeoning damage anyway. |
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1d8+1Bludgeoning | Rare | 1.5m | N/A | Corrosive Strike: Deal additional Acid damage equal to your Proficiency Bonus. On a hit, create a pool of acid around the target which reduces Armour Class by 2. Weapon Enchantment +1 Concussive Smash Weakening Strike |
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1d8+1 Bludgeoning | Rare | 1.5m | N/A | Steel Physiology: Reduce incoming Bludgeoning, Piercing, and Slashing damage by 1. Armour Class +1 Main Hand Only Tenacity: When you miss an attack, deal 5 Bludgeoning damage anyway |
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1d8+1 Bludgeoning | Common | 1.5m | N/A | |
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1d8+1 Bludgeoning | Uncommon | 1.5m | N/A | |
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1d8+2 Bludgeoning | Very Rare | 1.5m | N/A | |
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1d8+1Bludgeoning | Rare | 1.5m | N/A | Elements of an Epoch: Depending on what kind of damage this weapon does, it also inflicts: Acid condition, Chilled condition, or Burning condition. Elemental Age: Give the Flail of Elemental Ages a +1 bonus to Attack Rolls and an additional 1d4 Acid, Cold, or Fire damage to its strikes depending on the elemental age embodied. Weapon Enchantment +1 Concussive Smash Weakening Strike |
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1d8+1Bludgeoning | Uncommon | 1.5m | N/A | Tenacity: When you miss an attack, you deal 1 Bludgeoning damage anyway. Weapon Enchantment +1 |
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1d8+2Bludgeoning | Rare | 1.5m | N/A | Outer-Entity Slayer: When wielded against Fey, fiends, or undead foes, this weapon has a +1d4 bonus to Damage and Attack Rolls. Tenacity: When you miss an attack, you deal 1 Bludgeoning damage anyway. Weapon Enchantment +2 Concussive Smash Weakening Strike |
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1d10+1 Slashing |
Rare | 2.5 m | Vicious Dragon Breath: Enemies have Disadvantage on Saving Throws against your dragonborn breath weapon. Draconic Elemental Weapon: Imbue a weapon with elemental power. It receives a +1 bonus to Attack Rolls, and deals an Elemental Weapon additional 1d4 damage of your choice. Weapon Enchantment +2 Pommel Strike Lacerate Rush Attack |
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1d10 Slashing | Common | 2.5 m | Main Hand Only |
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1d10+1 Slashing | Uncommon | 2.5 m | Weapon Enchantment +1 Main Hand Only |
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1d10+1Slashing |
Rare | 2.5 m | Monsterslayer: This weapon deals an additional 1d4 damage against monstrosity type foes. Refined Vaulting: lump distance is increased by 1.5m. Weapon Enchantment +1 Brace (Melee) Rush Attack Lacerate |
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1d10+2Slashing +1d4 Radiant |
Rare | 2.5 m | Moonlight Glaive: Glowing: This object shines with a glowing light in a radius of 6m. Moonlight Strike: Strike a foe, conjuring an illusory swarm of moon-pale butterflies, granting Advantage on attacks against the target. Weapon Enchantment +2 Brace (Melee) Rush Attack Lacerate |
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1d10+1 Slashing | Rare | 2.5 m | Weapon Enchantment +1 Main Hand Only |
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1d10+2Slashing |
Very Rare | 2.5 m | Whirlwind Attack: Whirl your body around in a punishing swirl, striking all nearby foes. Weapon Enchantment +2 Brace (Melee) Rush Attack Lacerate |
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Uncommon | 1.5m | ||
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1d12+1 Slashing | Uncommon | 1.5m | Two-Handed | Weapon Enchantment +1 |
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1d12+2 Slashing |
Rare | 1.5m | Defensive Attack: When making your first attack of the round, you can reduce this weapon's enchantment by 1 to increase your Armour Class and Saving Throw bonus by 1. Weapon Enchantment +2 |
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Uncommon | 1.5m | ||
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1d12 Slashing |
Uncommon | 1.5m | Scourge of Pests: Deals an additional 1d6 Fire Damage to Plants, Insects or Small creatures |
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1d12 Slashing |
Common | 1.5m | ||
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1d12+1 Slashing |
Uncommon | 1.5m | Weapon Enchantment +1 Cleave Lacerate Prepare |
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1d12+2Slashing +1d6 Fire |
Very Rare | 1.5m | Thermodynamo: Whenever you deal damage with this weapon, you gain 2 turns of Heat. Hellflame Cleave: Spew hellish flames and strike your foes. Weapon Enchantment +2 Cleave Lacerate Prepare |
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1d12+2 Slashing |
Very Rare | 1.5m | Spiritual Weapon (Lvl 6) Reduce Weapon Enchantment +2 Cleave Lacerate Prepare |
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1d12+1 Slashing |
Uncommon | 1.5m | Two-Handed | Slay the Wicked: This weapon deals an additional 1~6 Slashing damage against Fiends and Undead. Weapon Enchantment +1 |
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1d12 Slashing |
Uncommon | 1.5m | ||
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1d8 Bludgeoning |
Common | 1.5m | Two-Handed | Tenacity: When you miss an attack, deal 2 Bludgeoning damage anyway |
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Uncommon | 1.5m | Weapon Enchantment +1 |
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Rare | 1.5m | Weapon Enchantment +2 |
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Rare | 1.5m | Rat Catcher: Attack rolls against beasts have Advantage. Weapon Enchantment +1 |
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Rare | 1.5m | Tippler's Rage: When you have the Alcohol condition, you have Advantage on Attack Rolls. You also create a blast with each attack, dealing 1d4 Thunder damage for 3m. Weapon Enchantment +1 Tenacity: When you miss an attack, deal 2 Bludgeoning damage anyway Concussive Smash |
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2d6+3 Slashing |
Legendary | 1.5m | Two-Handed | Giantslayer: On a hit, double the damage from your Strength Modifier. This weapon grants you Advantage on Attack Rolls against Large, Huge, or Gargantuan creatures. Weapon Enchantment +3 Giant Form (Class Actions) |
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2d6 Slashing |
Uncommon | 1.5m | ||
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2d6 Slashing +1d4 Fire |
Uncommon | 1.5m | ||
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2d6+1 Slashing +1d4 Psychic (Conditional) |
Uncommon | 1.5m | Githborn Psionic Weapon: When wielded by a githyanki this weapon deals an additional 1d4 Psychic damage. Weapon Enchantment +1 |
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2d6 Slashing |
Common | 1.5m | Pommel Strike Lacerate Cleave |
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2d6+1 Slashing |
Uncommon | 1.5m | Weapon Enchantment +1 |
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2d6 Slashing |
Common | 1.5m | Pommel Strike Lacerate Cleave |
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2d6+3 Slashing +1d6 Psychic (Conditional) |
Legendary | 1.5m | Two-Handed | Soulbreaker: Rend the enemy's body and soul, and possibly Stun them. Githborne Psionic Weapon: When wielded by a githyanki this weapon deals an additional 1~6 Psychic Damage. Githborn Psionic Resistance: A githyanki holding this weapon has Advantage on Intelligence, Wisdom, and Charisma Saving Throws, Reistance to Psychic Damage, and cannot be Charmed. Weapon Enchantment +3 Cleave Lacerate Pommel Strike |
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2d6+1 Slashing |
Rare | 1.5m | Githborn Psionic Weapon: Deal 1d4 Psychic damage if you're Githyanki. Seldom Caught Unawares: You gain a +2 bonus to Initiative Rolls. Weapon Enchantment +1 |
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2d6+1 Slashing |
Rare | 1.5m |
Weapon Enchantment +1 |
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2d6+1 Slashing |
Uncommon | 1.5m | Two-Handed | Deepen the Wound: The wielder gains a +1d4 bonus to Attack Rolls with this weapon when attacking creatures that have already taken damage. Weapon Enchantment +1 Pommel Strike Lacerate Cleave |
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2d6+2 Slashing +1d4 Necrotic Damage |
Very Rare | 1.5m | Two-Handed | Weapon Enchantment +2 Chaos: On a hit, regain 1~6 hit points. |
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2d6+1 Slashing |
Uncommon | 1.5m | Two-Handed |
Weapon Enchantment +1 |
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2d6+1 Slashing |
Rare | 1.5m | Two-Handed Dippable |
Weapon Enchantment +1 |
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Common |
2.5m |
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Uncommon |
2.5 m |
Weapon Enchantment +1 |
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Very Rare | 2.5 m | Two-Handed Extra Reach |
Sentinel Weapon: Gain a +1 bonus to initiative rolls and Advantage on Perception Ability Checks. Adroit Reflexes: When you make an Attack Roll as a reaction, you make it with Advantage. Weapon Enchantment +2 |
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Rare |
2.5 m |
Weapon Enchantment +1 Strength +2 Intelligence -1 Wisdom -1 |
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Rare |
2.5m | + 6 Poison Damage |
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+1d6 Lightning |
Uncommon |
2.5 m |
Weapon Enchantment +1 Overcharge: Change to Stun the wielder, unless it is a construct. |
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1d10+1 Slashing |
Uncommon | 2.5 m | Two-Handed Extra Reach |
Weapon Enchantment +1 Rush Attack Lacerate Cleave |
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Uncommon |
2.5 m |
Skinburster Force: When the wielder deals melee damage with this weapon, they gain 2 turns of Force Conduit. Weapon Enchantment +1 Rush Attack Lacerate Cleave |
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1d6 Slashing |
Common | 1.5m | ||
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1d6+1 Slashing |
Uncommon | 1.5m | Weapon Enchantment +1 Lacerate |
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1d6 Slashing | Uncommon | 1.5m | Burned Alive: Deals an additional 2d4 Slashing to Burning targets. |
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1d6 Slashing |
Common | 1.5m | ||
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1d6+1 Slashing |
Uncommon | 1.5m | Weapon Enchantment +1 |
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1d6 Slashing | Uncommon | 1.5m | The Scourage Mistress' Bane: Change to inflict a 1d4 penalty to Attack Rolls and saving Throws on target. If the attacker still has 25% or more hit Points, they take 1d6 Piercing damage themselves. |
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1d6 Piercing |
Uncommon | 15m | ||
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1d6 Slashing |
Common | 15m | Piercing Shot Mobile Shot |
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1d6+1 Piercing |
Uncommon | 15m | Weapon Enchantment +1 |
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1d6+2 Piercing |
Very Rare | 15m | Hellstalker: Possibly inflict Burning when hitting a creature with this weapon while Hiding or Invisible. Scorching Ray Shot spell Weapon Enchantment +2 |
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1d6+(Dex Mod) Force |
Rare | 15m | spell Weapon Enchantment +1 |
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1d10+1 Piercing |
Uncommon | 18m | Arcane Ammunition: Infuse your crossbow bolts with arcane energy. Your ranged weapon attacks deal an additional 1D4 Force Damage. |
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1d10+2 Piercing |
Very Rare | 18m | Two-Handed | Weapon Enchantment +2 Illuminating Shot Dazzling Ray Brace (Ranged) |
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Uncommon | 18m | Feller of Monsters: You have Advantage against Monstrosity type enemies. Sacred Munitions: Infuse your crossbow bolts with holy energy. Your ranged weapon attacks possibly inflict Turn Undead. Weapon Enchantment +1 Piercing Shot Brace (Ranged) |
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1d10 Piercing |
Rare | 18m | Heavy Hitter |
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1d10+1 Piercing |
Uncommon | 18m | Piercing Shot |
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1d10 Piercing +1 Piercing |
Rare | 18m | Haroldish Doom: When you deal damage to a target with a ranged weapon, it must succeed a Charisma Saving Throw or be Baned for 2 turns. Piercing Shot Brace (Ranged) Weapon Enchantment +1 |
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1d10 Piercing |
Common | 18m | Piercing Shot Brace (Ranged) |
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1d10+1 Piercing |
Uncommon | 18m | Weapon Enchantment +1 Piercing Shot Brace (Ranged) |
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1d10 Piercing +2 Piercing |
Very Rare | 18m | Two-Handed | Weapon Enchantment +2 Lightning Arrow (Level 4 Transmutation Spell) Piercing Shot Brace (Ranged) Reposition Malefactor |
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1d10 Piercing +2 Piercing |
Rare | 18m | Revenant Scourge: When used against undead creatures this weapon has +1d4 bonus to Attack and Damage rolls. Weapon Enchantment +2 |
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1d6 Piercing |
Common | 1.5m | ||
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1d6 Piercing |
Common | 1.5m | ||
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1d6+1 Piercing |
Uncommon | 1.5 m | Weapon Enchantment +1 Piercing Strike |
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1d8 Piercing |
Common | 18m | Piercing Shot | |
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1d8+1 Piercing |
Uncommon | 18m | Weapon Enchantment +1 Piercing Shot |
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1d8+2 Piercing |
Rare | 18m | Weapon Enchantment +2 Piercing Shot |
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1d8+1 Piercing |
Rare | 18m | Blink-of-an-eye-Bolt: Make a ranged attack with your equipped weapon Weapon Enchantment +1 |
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1d4 Piercing |
Common | 18m | Piercing Shot | |
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1d8+1 Piercing |
Uncommon | 18m | Weapon Enchantment +1 |
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1d4 Bludgeoning |
Common | 1.5m | ||
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1d4+1 Bludgeoning |
Uncommon | 1.5m | Weapon Enchantment +1 |
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1d4+1Bludgeoning +1d4 Radiant |
Uncommon | 1.5m | Light Weapon Enchantment +1 Concussive Smash |
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1d4+1 Bludgeoning |
Uncommon | 1.5m | Weapon Enchantment +1 Searing Smite Concussive Smash |
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1d8+3 Piercing |
Legendary | 18m | Two-Handed | Promised Victory: On a hit, possibly inflict Guiding Bolt upon the target. Gontr Mael: Glowing: This object shines with a glowing light in a radiues of 6m. Weapon Enchantment +3 Celestial Haste |
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1d8+1 Piercing |
Uncommon | 18m | Two-Handed | Heightened Awareness: Gain a +3 bonus to initiative rolls and Advantage on Perception Ability Checks. Fiendish Fire: Once per turn, a creature hit by this weapon will possibly be afflicted with Faerie Fire. Weapon Enchantment +1 Hamstring ShotBrace (Ranged) |
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1d8 Piercing |
Common | 18m | ||
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1d8+1 Piercing |
Uncommon | 18m | Weapon Enchantment +1 |
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1d8 Piercing |
Uncommon | 18m | Hamstring Shot Brace (Ranged) Arcane Vehemence |
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1d8+2 Piercing |
Very Rare | 18m | Two-Handed | Improved Critical: The number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. Keen Attack: The wielder doubles their Proficiency Bonus when rolling ranged attacks with this weapon, unless they have Disadvantage. Weapon Enchantment +2 Hamstring Shot Brace (Ranged) |
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1d8 Piercing |
Rare | 18m | Electric Blood: When the wielder deals damage using this weapon, they gain 2 Lightning Charges. Hamstring Shot Brace (Ranged) |
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1d8+1 Piercing |
Rare | 18m | Titan Weapon: This weapon deals additional damage equal to your Strength Modifier Weapon Enchantment +1 Hamstring Shot Brace (Ranged) |
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Rare | 1.5m | Versatile | Diamondsbane: If an adamantine weapon hits an object, the hit is always critical. Weapon Enchantment +1 |
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Rare | 1.5m | Versatile | Weapon Enchantment +1 Pommel Strike Lacerate Rush Attack |
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Common | 1.5m | Versatile | |
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Rare | 1.5m | Versatile | Dazing Smite: On a hit infused with one of your Smites, the target must succeed a Constitution Saving Throw or become Dazed. Weapon Enchantment +2 |
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Rare | 1.5m | Versatile | Weapon Enchantment +1 Weeping Pommel Strike Lacerate Rush Attack |
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Rare | 1.5m | Versatile | Sting The Helpless: A drow elf wielding this weapon deals an additional 1~4 Poison damage against Restrained targets. |
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Rare | 1.5m | Versatile | Stirring Execution: When you kill an enemy, allies within 9m gain temporary hit points equal to your Charisma Modifier (minimum 1). Commander's Strike: Direct an ally to strike a foe. The ally uses a reaction on their next turn to make a weapon Strike attack. Weapon Enchantment +1 Charisma +2 Pommel Strike Lacerate Rush Attack |
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Uncommon | 1.5m | Versatile | Weapon Enchantment +1
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Uncommon | 1.5m | Versatile | Weapon Enchantment +1 |
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Rare | 1.5m | Versatile | Razor Gale: Swing your weapon in a cyclone of steel that deals razorblade-sharp damage to all enemies within range. Weapon Enchantment +1 Pommel Strike Lacerate Rush Attack |
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1d8 Slashing (One Handed) 1d10 Slashing (Two-Handed) |
Common | 1.5m | Versatile | |
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1d8+1 Slashing (One Handed) 1d10+1 Slashing (Two-Handed) |
Uncommon | 1.5m | Versatile | Weapon Enchantment +1 |
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1d8+2 Slashing (One Handed) 1d10+2 Slashing (Two-Handed) |
Rare | 1.5m | Versatile | Weapon Enchantment +1 Pommel Strike Lacerate Rush Attack |
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1d8+1 Slashing (One Handed) 1d10+1 Slashing (Two-Handed |
Rare | 1.5m | Versatile Finesse Dippable |
Weapon Enchantment +1 |
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Rare | 1.5m | Versatile | Part the Flesh: Thrust forward with diabolical precision, possibly impeding your target's ability to heal. Weapon Enchantment +2 Pommel Strike Lacerate Rush Attack |
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Rare | 1.5m | Versatile | Shapeshifter Slayer: This weapon deals an additional 1d4 damage against shapeshifters or polymorphed creatures. Magical Durability: The wielder has a +2 bonus to Saving Throws against spells. Weapon Enchantment +2 Pommel Strike Lacerate Rush Attack |
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Very Rare | 1.5m | Versatile | Interplanar Slayer: This weapon grants a +1d4 bonus to Damage and Attack Rolls against githyanki, aberrations, fiends, and elementals. Wrathful Smite: Possibly Frightens your target. They will be easier to hit and cannot move. Weapon Enchantment +2 Pommel Strike Lacerate Rush Attack |
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1d6+1 Bludgeoning |
Rare | 1.5m | -- |
Diamondsbane: If an adamantine weapon hits an Lethal Weapon: This weapon ignores Bludgeoning Weapon Enchantment +1 |
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1d6 Bludgeoning |
Common | 1.5m | -- | |
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1d6+3 Bludgeoning +1d8 Radiant |
Legendary | 1.5m | -- | Weapon Enchantment +3 Main Hand Only Healing Incense Aura (Class Action) |
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1d6+2 Bludgeoning +1d6 Poison damage |
Very Rare | 1.5m | -- | Weapon Enchantment +2 |
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1d6 Bludgeoning +1d6 Necrotic damage (Conditional) |
Uncommon | 1.5m | -- | Willing Whip: Grants resistance to Necrotic damage. Resistance to Necrotic damage. |
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1d6 Bludgeoning |
Common | 1.5m | -- | Concussive Smash |
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1d6+1 Bludgeoning |
Uncommon | 1.5m | -- | Weapon Enchantment +1 |
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1d6+2 Bludgeoning |
Rare | 1.5m | -- |
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Legendary | 1.5m | -- | Lathander's Blessing: Once per Long Rest, when your hit points are reduced to 0, you regain 2~12 hit points. Allies Within 9m also regain 'l ~6 hit points. |
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1d6+1 Bludgeoning |
Uncommon | 1.5m | -- | Xyanyde's Fire: Chance to encase its target in a sinister Faerie Fire, granting Advantage on Attack Rolls against the target. |
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1d6+1 Bludgeoning |
Uncommon | 1.5m | -- | Weapon Enchantment +1 |
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1d6+2 Bludgeoning |
Rare | 1.5m | -- | Infernal Weapon: On a hit, the affected entity deals an additional 3 Poison damage and can possibly Poison its target. Weapon Enchantment +2 |
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2d6 Bludgeoning |
Uncommon | 1.5m | Edge of Terror: Each strike fills the target with a chilling dread that prevents it from regaining hit points. Undead creatures also get Disadvantage on Attack Rolls. Main Hand Only Tenacity: When you miss an attack, you deal (STR MOD) Bludgeoning damage anyway. BackbreakerConcussive Smash |
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2d6+2 Bludgeoning |
Very Rare | 1.5m | Lethal Weapon: This weapon ignores Bludgeoning Resistance. Weapon Enchantment +2 |
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2d6 Bludgeoning |
Uncommon | 1.5m | Shockwave: When the wearer jumps, they deal 1d4 Thunder damage in a 3m radius upon landing. |
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2d6 Bludgeoning |
Common | 1.5m | Tenacity: When you miss an attack, you deal (STR MOD) Bludgeoning damage anyway. |
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2d6+1 Bludgeoning |
Uncommon | 1.5m | Weapon Enchantment +1 Tenacity: When you miss an attack, you deal (STR MOD) Bludgeoning damage anyway. |
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2d6+1 Bludgeoning |
Uncommon | 1.5m | Tenacity: When you miss an attack, you deal (STR MOD) Bludgeoning damage anyway. Steadfast Strike: Slam into a foe, preventing them (and yourself) from being moved involuntarily. Weapon Enchantment +1 Backbreaker Concussive Smash |
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2d6+2 Bludgeoning |
Rare | 1.5m | Two-Handed | Tenacity: When you miss an attack, you deal (STR MOD) Bludgeoning damage anyway. Weapon Enchantment +2 Backbreaker Concussive Smash Grand Slam |
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1d8 Piercing |
Common | 1.5m | -- | Main Hand Only Tenacity: When you miss an attack, deal 2 Bludgeoning damage anyway. Heartstopper Concussive Smash Tenacity |
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1d8+1Piercing |
Uncommon | 1.5m | -- | Weapon Enchantment +1 Main Hand OnlyTenacity: When you miss an attack, deal 2 Bludgeoning damage anyway. Heartstopper Concussive Smash Tenacity |
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1d8+2 Piercing |
Rare | 1.5m | -- | Commander's Strike: Direct an ally to strike a foe. The ally uses a reaction on their next turn to make a weapon attack. Tenacity: When you miss an attack, you deal 1 Bludgeoning damage anyway. Weapon Enchantment +2 |
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1d8+2 Piercing +1d4 Radiant |
Very Rare | 1.5m | -- | Radiant Strike: On a hit, inflict 1 turn of Radiating Orb upon the target. Sanctified Weapon: Undead creatures struck by this weapon are possibly turned. Dawnburst Strike: Deal additional Radiant damage equal to your Proficiency Bonus. On a hit, light erupts around you in an area. Enemies in the light must succeed a DC 13 Constitution Saving Throw or be Blinded. Weapon Enchantment +2 Heartstopper Concussive Smash |
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1d8+1Piercing |
Uncommon | 1.5m | -- | Dawnburst Strike: Deal additional Radiant damage equal to your Proficiency Bonus. On a hit, light erupts around you in an area. Enemies in the light must succeed a DC 13 Constitution Saving Throw or be Blinded. Weapon Enchantment +1 Heartstopper Concussive Smash |
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1d8+1 Piercing |
Rare | 1.5m | -- | Twist of Fortune: When you roll 2 or less with this weapon's damage die, reroll it and take the new result. Blood Money: Strike out greedily, dealing additional per 300 gold that the target possesses. Weapon Enchantment +1 Heartstopper Concussive Smash |
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1d10+2 Piercing +1d4 Force |
Rare | 2.5m | Weapon Enchantment +2 Main Hand Only |
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1d10 Piercing |
Common | 2.5m | Main Hand Only |
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1d10+1 Piercing |
Uncommon | 2.5m | Weapon Enchantment +1 Main Hand Only |
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1d10+1 Piercing |
Uncommon | 2.5m | Homing Weapon: This weapon will return to its owner when thrown. Weapon Enchantment +1 Brace (Melee) Rush Attack Piercing Strike |
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1d10+2 Piercing |
Very Rare | 2.5m | Break the Unbroken: Deals an additional 1~10 Piercing damage to targets that still have all their hit points. Death Drinker: When you reduce a target to 0 hit points, you gain 2-20 hit points temporary hit points. Weapon Enchantment +2 Brace (Melee) Rush Attack Piercing Strike |
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1d10+1 Piercing |
Rare | 2.5m | Invisible Weapon: This weapon is Invisible while equipped. It loses this property for 2 rounds on a missed Attack Roll. |
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Rare | 1.5m | Versatile | Whossa Large Fellow |
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Rare | 1.5m | Versatile | Thunderous Smite Weapon Enchantment +1 Topple |
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Rare | 1.5m | Versatile | Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Caitiff's Restoration: Replenish 1 expended Warlock spell slots. Weapon Enchantment +2 Topple |
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Uncommon | 1.5m | Versatile | Unhampered Resistance: If the wielder is attacked while not wearing armour, they receive a 1d4 bonus to Saving Throws. |
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Rare | 1.5m | Versatile | Elemental Resonance: If the wielder deals Acid, Fire, Lightning, Radiant or Necrotic damage, it becomes resistant to that damage type for 2 turns. Main Hand Only |
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Rare | 1.5m | Versatile | Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Weapon Enchantment +2 Topple |
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Rare | 2m | Versatile | Weapon Enchantment +1 Fire Bolt |
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Rare | 1.5m | Versatile Story Item |
Spiritual Weapon (6th level): Summon a floating, spectral weapon that attacks your enemies alongside you. Weapon Enchantment +1 Topple |
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Rare | 1.5m | Versatile | Heightened Necromancy: Creatures have Disadvantage on Saving Throws against your Necromancy spells. Weapon Enchantment +1 Arms of Hadar (lvl1) Topple |
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Very Rare | 2m | Versatile | Ranged Spell Attack +1 Grants Resistance to Fire Damage. Fire Bolt spell Fireball spell |
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Legendary | 1.5m | Versatile | Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Arcane Battery: Alleviate the arcane burden of spellcasting with the power of this staff. The next spell you cast doesn't cost a spell cost. Weapon Enchantment +2 Kereska's Favour (Level 4 Evocation Spell) Main Hand Only Topple |
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Uncommon | 1.5m | Versatile | Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Melf's Acid Arrow (2nd Level): Shoot a green arrow that covers the target and the ground with acid. Deals 4d4 Acid damage immediately and 2d4 Acid damage at the end of the target's turn. Weapon Enchantment +1 Topple |
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Very Rare | 1.5m | Versatile | Weapon Enchantment +1 Heart of Ice: When dealing Cold damage, the wielder deals an additional 1 Cold damage. Insidious Cold: Dealing Cold damage with a spell possibly inflicts Chilled upon the target. |
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Uncommon | 1.5m | Versatile | |
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Rare | 1.5m | Versatile | Faithwarden's Stride: Druidic vines cannot Ensnare you and do not count as difficult terrain. Faithwarden's Vines Main Hand Only |
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Common | 1.5m | Versatile | |
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Uncommon | 1.5m | Versatile | Weapon Enchantment +1 Topple |
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Uncommon | 1.5m | Versatile | Topple |
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Common | 1.5m | Versatile | Topple |
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Uncommon | 1.5m | Versatile | Spider Step: Immune to being Enwebbed Main Hand Only |
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Common | 1.5m | Versatile | Topple |
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Rare | 1.5m | Versatile | Accretion: The wearer gains Arcane Charge when they deal damage with close—quarter—range spell or cantrips. Weapon Enchantment +1 Topple |
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Uncommon | 1.5m | Bless Level 1 Enchantment Spell Mystra's Blessing: Bless grants an additional 1d4 to Saving Throws and Weapon Attack Rolls, and additional 2d4 to Spell Attack Rolls. |
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Uncommon | 1.5m | Versatile Story Item |
Topple |
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Rare | 1.5m | Versatile | Counterspell (Lvl 5) Weapon Enchantment +2 Topple |
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Very Rare | 1.5m | Versatile | Arcane Battery: Alleviate the arcane burden of spelleasting with the power of this staff. The next spell you cast doesn't cost a spell slot. Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Weapon Enchantment +1 Topple |
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Rare | 1.5m | Versatile | Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Imperial Retaliation: When the wielder succeeds a Saving Throw, the foe that caused the throw needs to make an Intelligence Saving Throw or be Stunned for 1 turn. Weapon Enchantment +2 Topple |
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Very Rare | 1.5m | Versatile | Staff of the Ram: Once per tum, the blow possibly knocks a foe back 2m and Stuns them. This has no ei'ieet on dragons or Huge creatures. Weapon Enchantment +2 Topple |
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Rare | 1.5m | Versatile | Electric Veins: When the wielder deals damage with a spell or cantrip, they gain 2 Lightning Charges. Topple |
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Very Rare | 1.5m | Versatile | Arcane Enchantment: You gain a +1 bonus to Spell Save DC and spell attack rolls. Arcane Vampirism: When the creatures affected by your spells fail any associated Saving Throws regaitn 1~4 hit points. Weapon Enchantment +2 Blight Level 4 Necromancy Spell (possibly bugged) Bound Weapon |
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Very Rare | 1.5m | Versatile | Heightened Necromancy: Creatures have Disadvantage on Saving Throws against your Necromancy spells. |
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Legendary | 1.5m | Finesse | Weapon Enhancement +3 |
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1d8+1 Piercieng |
Rare | 1.5m | Finesse | Mellow Harmony: You make a Performance Check, success granting all your melee weapon attacks additional damage equal to your Charisma Modifier. Weapon Enchantment +1 Flourish Piercing Strike Weakening Strike |
Pelorsun Blade |
+1d4 Radiant |
Very Rare | 1.5m | Finesse | Weapon Enhancement +1 |
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Very Rare | 1.5m | Finesse | High Spellcasting: You gain a +1 bonus to Spell Save DC. Planar Ally: Cambion (Lvl 6) |
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1d8 Piercing |
Common | 1.5m | Finesse | Flourish Piercing Strike Weakening Strike |
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1d8+1 Piercing |
Uncommon | 1.5m | Finesse | Weapon Enchantment +1 Flourish Piercing Strike Weakening Strike |
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1d8+1 Piercing |
Uncommon | 1.5m | Finesse | Searing Blood: Cut into an enemy, dealing 1d8 Piercing damage + an additional 1d6 Fire damage to them, while you yourself take 1d6 Slashing damage. Weapon Enchantment +1 Flourish Piercing Strike Weakening Strike |
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1d8+1 Piercing |
Uncommon | 1.5m | Finesse | Scarlet Remittance: Gain a +1 bonus to Attack Rolls, damage, and Spell Save DC for every foe you slay, up to a maximum of +3. Scarlet Regeneration: If you have a +3 bonus from Scarlet Remittance, consume it to regain 3d10 hitpoints. Weapon Enchantment +1 Flourish Piercing Strike Weakening Strike |
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1d8 Piercing +1d4 Psychic |
Uncommon | 1.5m | Finesse | |
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1d6+1 Slashing |
Rare | 1.5m | Diamondsbane: If an adamantine weapon hits an Lethal Weapon: This weapon ignores Bludgeoning |
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Very Rare | 1.5m | Perfectly Balanced Strike Weapon Enchantment +2 Flourish Lacerate |
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Very Rare | 1.5m | Shadow-Blinding: If you attack with Advantage, you have a chance to Blind your target. Shadowsoaked Strike: Strike an enemy, adding your Proficiency Bonus to the damage. Moreover, if the attack hits, it also deals an additional 1d6 Psychic damage. This attack doesn't break concealment. Weapon Enchantment +2 |
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1d6 Slashing |
Common | 1.5m | Flourish Lacerate |
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1d6+1 Slashing + 1d4 Fire |
Uncommon | 1.5m | Cauteriser: Deals an additional 1~4 Fire damage. On a hit, the target starts Burning unless it succeeds a Constitution Saving Throw. Weapon Enchantment +1 |
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1d6 Slashing |
Common | 1.5m | ||
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1d6+1 Slashing |
Uncommon | 1.5m | ||
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1d6 Slashing |
Uncommon | 1.5m | Nimble Attack: When the wielder hits an enemy with this weapon, they gain Momentum for 2 turns. |
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1d6+1 Slashing |
Uncommon | 1.5m | Melee Caster: Instead of its Dexterity Modifier, the affected entity add its Spellcasring Ability Modifier to Attack Rolls. Weapon Enchantment +1 Lacerate Flourish Cleave |
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1d6+1 Slashing | Rare | 1.5m | Light Finesse |
Poisonous Synergy: While concentrating, your melee weapon attacks deal an additional 1-4 Poison damage. Weapon Enchantment +1 Ensnaring Strike (Melee) spell Flourish Piercing Strike |
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Very Rare | 18m | Blightbringer: Attacking gnomes or dwarves with this weapon receives a +1d4 bonus to Attack and Damage rolls. Weapon Enchantment +1 |
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1d6+1 Piercing | Uncommon | 18m | Two-Handed | Seldom Caught Unawares: You gain a +1 bonus to Initiative Rolls. Weapon Enchantment +1 Hamstring Shot |
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1d6+1 Piercing |
Rare | 18m | Two-Handed | Blood-Curdling Emission: On a hit, possibly inflict Frightened. Gain a +1d4 bonus to attack and damage against Frightened creatures. |
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1d6+2Piercing |
Rare | 18m | Two-Handed | Weapon Enchantment +2 Grants Resistance to Fire Damage Grants Resistance to Cold Damage Haste spell |
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1d6 Piercing |
Common | 18m | Two-Handed | Hamstring Shot |
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1d6+1 Piercing |
Uncommon | 18m | Two-Handed | Feller of Monsters: You have advantage against Monstrousity type enemies. Cast Hunter's Mark once per Long Rest. Weapon Enchantment +1 |
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Rare | 18m | Two-Handed | Darkveil Precision: While obscured in shadow, the wielder has a +1d4 bonus to their ranged weapon attacks. Blindin Shot: Weave the lost magic of the children of Deep Duerra into your shot and possibly Blind your target. Weapon Enchantment +2 Hamstring Shot |
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1d4 Piercing |
Common | 18m | Two-Handed | Hamstring Shot |
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1d6 Piercing |
Common | 18m | Two-Handed | The Holder of this Item gains: |
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1d6+1 Piercing |
Uncommon | 18m | Two-Handed | Weapon Enchantment +1 Hamstring Shot |
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Rare | 18m | Two-Handed | Dolor Amarus: When you land a Critical hit with this weapon, it deals an additional 7 damage. Weapon Enchantment +2 Hamstring Shot |
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1d6+1 Piercing |
Rare | 1.5m | Sentinel Weapon: Gain a ´1 bonus to initiative rolls and Advantage on Perception Ability Checks. Ambusher's Streak: In combat, you deal an additional 1∼6 Necrotic damage against creatures that haven't taken a turn yet. Weapon Enchantment +1 |
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1d6+2 Piercing 1d4 Necrotic 1d4 Piercing (Conditional) |
Legendary | 1.5m | Prey Upon the Weak: This weapon deals an additional l~4 Piercing dannage against targets with 50% of their hit points or fewer. Weapon Enchantment +2 Main Hand Only Redvein Savagery: When you make an attack with Advantage, the target takes an additional 7 Piercing damage. Off-Hand Only Crimson Weapon: When you make an attack with your off hand weapon, you can add your Ability Modifier to the damage of the attack. 1.5m |
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1d6+2 Piercing |
Rare | 1.5m | Part the Flesh: Makes a strike that has a chance to prevent enemies from healing. Weapon Enchantment +2 Flourish Piercing Strike |
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1d6 Piercing +1d4 Psychic (Conditional) |
Uncommon | 1.5m | Psychic Vengeance: When the wielder has 50% Hit Points or less, they deal an additional 1d4 Psychic damage. |
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1d6+2 Piercing |
Very Rare | 1.5m | Organ Rearranger: The wielder scores a Critical Hit when rolling a 19. When they roll 2 damage or less, reroll the dice, taking the highest result. Shadow Blade: You have Advantage on Attack Rolls against Lightly or Heavily Obscured targets when using this blade. Weapon Enchantment +2 Flourish Piercing Strike |
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1d4 Bludgeoning |
Common | 1.5m | ||
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1d6+1 Piercing |
Uncommon | Light Finesse | Psychic Steel Virtuoso: When the wielder attacks with Advantage, they deal an additional 1~8 Psychic damage. |
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1d6 Piercing |
Common | 1.5m | ||
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2d8 Psychic |
Uncommon | 1.5m | Shadow Blade: You have Advantage on Attack Rolls against Lightly or Heavily Obscured targets when using this blade. Flourish Piercing Strike |
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1d6 Piercing |
Common | 1.5m | Flourish Piercing Strike |
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1d6+1 Piercing |
Uncommon | 1.5m | Weapon Enchantment +1 |
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1d6 Piercing + 1d8 Piercing (Conditional) |
Uncommon | 1.5m | Break the Unbroken: Deals an additional 1d8 Piercing Damage to targets that still have all their Hit Points. |
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1d6+1 Piercing |
Rare | 1.5m | Deepflesh Slice: When the wielder attacks with Advantage, the attack inflicts Bleeding. Weapon Enchantment +1 Flourish Piercing Strike |
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1d6+1 Piercing |
Uncommon | 1.5m | Weapon Enchantment +1 |
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1d6+1 Piercing |
Rare | 1.5m | Shadowsoaked Strike: Strike an enemy, adding your Proficiency Bonus to the damage. Moreover, if the attack hits, it blow deals an additional 1d6 Psychic Damage. This attack doesn't break concealment. Weapon Enchantment +1 Flourish Piercing Strike |
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1d6+2 Piercing |
Very Rare | 1.5m | Life Stealing Critical: On a Critical Hit, the target takes an extra 1-10 Necrotic damage as long as it isn't a construct or an undead. You also gain 10 temporary hit points. |
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1d6+2 Piercing |
Legendary | 1.5m | Organ Rearranger: The wielder scores a Critical Hit when rolling a 19. When they roll 2 damage or less, rcroll the dice, taking the highest result. True Strike Exploit Weakness: Creatures hit with this weapon receive Vulnerability to Piercing damage. Off Hand Only True Strike Riposte: When a creature misses you with a melee attack, you may retaliate and gain True Strike. Weapon Enchantment +2 Flourish Piercing Strike |
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1d6+2 Piercing |
Rare | 1.5m | Dolor Amarus: When you land a Critical hit with this weapon, it deals an additional 7 damage. Weapon Enchantment +2 Flourish Piercing Strike |
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1d6+1 Piercing |
Rare | 1.5m | This blade's magical powers only function if it's Bound to an Eldritch Knight or is a Warlock's Pact Weapon. Favoured Weapon: This weapon has a +1 bonus to damage and attack rolls. Baneful Bond: On a hit, possibly Bane your target. Weapon Enchantment +1 |
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1d6+1 Piercing |
Uncommon | 1.5m | Advantage on Stealth Checks. Weapon Enchantment +1 |
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1d4 Slashing |
Common | 1.5m | Light | |
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2d4 Slashing |
Rare | 1.5m | Light | |
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1d4+1 Slashing |
Rare | 1.5m | Light | Weapon Enchantment +1 |
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1d4+2 Slashing +1d4 Cold |
Rare | 1.5m | Light | Watery Guidance: This weapon has Advantage against Wet creatures. Weapon Enchantment +2 Lacerate |
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Uncommon | 1.5m | Torturous Edges: When the spear misses its target, the wielder's next Attack Roll against that target has Advantage. |
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Uncommon | 1.5m | Shocking Sting: On a hit, possibly Shock your target. Throwing (Lightning Damage): When launched at a target, deal an additional 1-4 Lightning damage. Weapon Enchantment +1 |
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1d6 Piercing |
Common | 1.5m | Rush Attack | |
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Legendary | 1.5m | Versatile Thrown |
Selune's Blessing: You gain advantage on WIsdom Saving Throws and Perception Checks. Darkvision: You can see in the dark up to 12m. |
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Legendary | 1.5m | Versatile Thrown |
Shar's Blessing: You gain Advantage on Saving Throws while Lightly or Heavily Obscured. This weapon deals an additional 1d6 to creatures that are Lightly or Heavily Obscured. Blind Immunity: The wearer cannot be Blinded. |
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Common | 1.5m | ||
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Uncommon | 1.5m | Weapon Enchantment +1 |
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1d6+1 Piercing (One-handed) 1d8+1 Piercing (Two-handed) |
Rare | 1.5m | Shar's Blessing: If Shar allows it, use this spear to kill Nightsong. Weapon Enchantment +1 |
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Uncommon | 1.5m | Death's Promise: When the spear misses its target, the wielder's next Attack Roll against that target has Advantage. |
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Uncommon | 1.5m | The Holder of this Item gains: |
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Rare | 1.5m | Weapon Enchantment +2 Rush Attack Piercing Strike Crippling Strike Frigid Blade |
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Legendary | 1.5m | Zephyr Connection: This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3-12 Thunder Damage in a 6m blast centred on the target. Veil of the Wind: You gain a +3m bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage. Nyrulna: Glowing: This object shines with a glowing light in a radius of 6m. Weapon Enchantment +3 |
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Rare | 1.5m | Electric Blood: When the wielder deals damage using this weapon, they gain 2 Lighting Charges. |
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Common | 1.5m | ||
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Uncommon | 1.5m | Weapon Enchantment +1 |
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Very Rare | 1.5m | The Water Caller: On a hit, create a 2m water surface centred around the target. Weapon Enchantment +1 Rush Attack Piercing Strike |
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1d8 Piercing |
Uncommon | 1.5m | -- | Dig Deep: Inflicts Shattered on hit. When attacking a Shattered target, deal an additional 1d4 Piercing damage. |
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1d8 Piercing |
Common | 1.5m | -- | |
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1d8 Piercing |
Common | 1.5m | -- | |
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1d8+1 Piercing |
Uncommon | 1.5m | -- | Weapon Enchantment +1 |
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1d8+1 Piercing |
Uncommon | 1.5m | -- | Weapon Enchantment +1 Maiming Strike Piercing Strike Weakening Strike |
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Rare | 1.5m | Versatile | Favoured Weapon: This weapon has a +1 bonus to damage and attack rolls. This hammer's magical powers only function if it's Bound to an Eldritch Knight or is a Warlock's Pact Weapon. Weapon Enchantment +1 |
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Rare | 1.5m | Versatile | Grim Irony: Whenever this weapon lands a critical hit, both target and attacker have to succeed a Wisdom Saving Throw, or be affected by fits of laughter. Weapon Enchantment +2 Backbreaker Concussive Smash Weakening Strike |
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Very Rare | 1.5m | Versatile Thrown |
Homing Weapon: This weapon will return to its owner when thrown. Dwarven Thrower: A dwarf throwing this warhammer deals an extra 1d8 Bludgeoning damage. If the target is a Large, Huge, or Gargantuan creature, the strike deals an additional 2d8 Bludgeoning damage. Weapon Enchantment +2 Backbreaker Concussive Smash Weakening Strike |
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1d8+1 Bludgeoning (One Handed)
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Uncommon | 1.5m | Versatile | Weapon Enchantment +1 |
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Rare | 1.5m | Versatile | Slay the Wicked: This weapon deals an additional 1~6 Bludgeoning damage against Fiends and Undead. Detect Thoughts: Focus your mind to read the thoughts of certain creatures while talking to them. Weapon Enchantment +2 Backbreaker Concussive Smash Weakening Strike |
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1d8 Bludgeoning (One Handed)
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Uncommon | 1.5m | Versatile | Impulse Blast: Knocks nearby creatures Prone after killing a target or making a critical hit. |
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Rare | 1.5m | Versatile | Weapon Enchantment +1 |
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Legendary | 1.5m | Versatile | Weapon Enchantment +3 |
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Common | 1.5m | Versatile | |
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Uncommon | 1.5m | Versatile | Weapon Enchantment +1 |
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Uncommon | 1.5m | Versatile | Weapon Enchantment +1 Backbreaker Concussive Smash Weakening Strike |
BALDUR'S GATE 3 ALL WEAPONS
MELEE WEAPONS
BREACHING PIKESTAFF
RANGED WEAPONS
- Anonymous
LARETHIAN'S WRATH is also a finesse weapon. Which make 2 weapons available for GWM & Sneak Atk
- Anonymous
- Anonymous
I like the gameplay and story, but the weapon selection in this game is just sad.
They are all so drab and boring.
- Anonymous
- Anonymous
Not even in this game can I escape the ridiculous PKCS fanatics...
- Anonymous
- Anonymous
Do you want to join the Holy Order of the PKCS covenant?
If yes, help spread the word about how awesome it is.
If no, FU
-PKCS Pope
- Anonymous
- Anonymous
Are quarterstaves the only weapon choice that have benefits for "pure" spellcasters?
- Anonymous
A lot of weapons, but so many are for the same types of builds, really wish there was more selection to chose from.
- Anonymous
I wish they had the double Scimitar & for a feat the revenant blade in BG3!
- Anonymous
What are all these playthings were is the PKCS the one true weapon in the universe.
-PKCS Pope
- Anonymous
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- Anonymous
This list is missing the legendary spear you get if you side with Shadowheart when dealing with the Nightsong.
- Anonymous
I will say that one of my biggest disappointments with this game is how the vast majority of weapons are reskins of the base version. The longswords in particular are all the exact same model with minor textural differences.
Oh here is a legendary Drow longsword Phalar Aluve that was placed in a ceremonial alter deep in the Underdark. It just so happens to look exactly like every longsword that you can buy from any trader on the surface. It also looks exactly like the sword that contains the trapped souls of the oppressed that belongs to the Mindflayers. Even the longsword you can forge from the ancient material Adamantine (after you activate a long forgotten forge and defeat a mechanical golem) is only distinguished by the fact it just so happens to be blue.
- Anonymous
Incandescent Staff
Very Rare
0-7 Damage
Versatile
1d8(1d6) Bludgeoning
Ranged Spell Attack +1
Grants Resistance to Fire Damage
Fire Bolt
Fireball
Quarterstaff
- Anonymous
This list is missing the Legendary trident you get from the Djinn
- Anonymous
There's a serious lack of 1d8 + 3 weapons and even +2 weapons for anyone wanting to do a sword and board paladin build or dual wielding longswords /warhammers whatever. This is a shame because longswords are the most iconic fantasy sword and there isn't any representation for them in legendary at all and there's barely a +2
- Anonymous
This is missing so many weapons it's absurd. Like act 1 very rares that are in shops are missing.
- Anonymous
Some of the legendary weapons are showing as white instead of yellow.
- Anonymous
The values for damage on miss for weapons with "Tenacity" are all wrong, because it's not a static value. It's based on strength bonus, with a minimum of 1 damage on miss.
I inspect a Greatclub with Lae'zel (str 17, bonus of +3), and it says 3 damage on miss. I do the same with Shadowheart (str 12, bonus of +1), and it lists 1 damage on miss. Gale (str 8, penalty of -1) gets the same 1 damage on miss.
- Anonymous
The "Light" link at the top leads to the spell page and not the weapon property.
- Anonymous
- Anonymous
when i saw salami as a weapon, im gonna build a character base on that weapon.
- Anonymous
- Anonymous
Any word on updating the wiki for all things release? The wiki is basically the same since EA.
No rush and not complaining as I know it can come off that way I’m written response.
Merely just curious if you have any rough eta and at least just info on the process and how it’s going.
Best regards~
- Anonymous
Guys, when do you add all weapons and armors to this list? Since the release we still didn't get any update
- Anonymous
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- Anonymous
I do hope Masterwork weapons/sussur weapons get more options, a longsword would be great for a board and shield char, a dagger with a shield is just... eh !? I suspect they will update it with more options and probably change Adamantium gear as well a bit. Currently Sussur Greatsword is killer good, +1 and silence is insane, but sickle and dagger is just... 1d4 is just bad.
- Anonymous
Now if you kill the named devil fighting the mindflyer at the helm you'll get his flaming greatsword (2d6 of the gs + 1d4 as fire damage)
- Anonymous
Patch 5 change of Dragons Grasp Axe:
It will only ad Damage, when the target is on fire.
Patch 4 added some new weapons:
- Phalar Aluve, a Longsword+1, close to the Underdark-Fort
- 4 Githyanki weapons from Githyanki's Patrol, next to the Mountain Pass
- Some new weapons from Wood Woad, Shadow Druids or Kagha, a new magic Staff I think
- A new drop from the Bullete in the Underdark that I don't remember
I'd like to give more details or add these weapons to the wiki, but my savedata file get corrupted and I can't continue or load my playthough.
- Anonymous
Missing Phalar Aluve, the sword you can pull out of stone near the Underdark-Fort
- Anonymous
Missing the Intransigent Warhammer. It's in a locked chest on the other Duergar boat at the end of EA. You can only use it in that one fight tho.
https://i.imgur.com/hb81cpo.png
- Anonymous
At the end of EA fight the other Duergar boat has a locked chest with the 'Intransigent Warhammer' in it. In addition to the stated knockdown it also has an explosive knockback effect. It throws allies, enemies, corpses and items flying and does explosive damage to items like crates and barrels.
https://i.imgur.com/ljj5LFV.png
- Anonymous
Right before the end of current EA if you jump on the other Duergar boat it has a locked chest. In the chest is the 'Intransigent Warhammer'. In addition to the knockdown effect listed it also has a knockback effect on all loose items and people (including allies) around you when it procs.
https://i.imgur.com/ljj5LFV.png
- Anonymous
On top of the ruined tower, to the northern side, just in front of the workbench there is a stool, stool of the hill giants' strength. After sitting on it and breaking it by manually attacking it, you get a club of the hill giant's strength, 1d4 bludgeoning, sets your strength to 15
- Anonymous
Anyone know what "loading" does on weapons? I see crossbows have it as a stat.
Uncommon +1 weapons are random at trader.this playthrough not a single +1 longbow...but for the first time a longsword +1 at dammons
- Anonymous
You can also gain the minotaur's greatclub that does 2d12 by ressurecting them with the unde
Please, add a by-act filter
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